Vulnerability and Improvisation: Creating YouTube Content

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Description
Vulnerability research is a fairly new field of study and has yet to be applied to fields such as improvisation or online content creation. Making vulnerability public in a way that necessitates improvisation is fundamental to YouTube content creation. This

Vulnerability research is a fairly new field of study and has yet to be applied to fields such as improvisation or online content creation. Making vulnerability public in a way that necessitates improvisation is fundamental to YouTube content creation. This Creative Project focuses on drawing connections between Vulnerability and Improvisation as it relates to creating content for YouTube. I did this through creating my own content which consisted of four YouTube videos centering around the theme of embracing fear. I found that in order to create content, I had to practice vulnerability myself and embrace improvisation if I wished to communicate those same themes to my audience. This project revealed that there are many ways which this powerful vulnerability research is yet to be applied, specifically in the realm of vastly public arenas such as YouTube. This research shows that vulnerability is not only applicable to interpersonal relationships, but has the potential to influenced thousands when used in public spheres.
Date Created
2015-05
Agent

Translating Sustainable Values

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Description
The composition of this project can be described as half responsive digital media composition and half social experiment. It is built for the seven screen display of the Decision Theater and utilizes a combination of digital media and creative software

The composition of this project can be described as half responsive digital media composition and half social experiment. It is built for the seven screen display of the Decision Theater and utilizes a combination of digital media and creative software tools along with sensor technology to create a media environment that responds to real time physical feedback from participants. The experience uses different desired interactions or “levels” to examine the tension between Shalom Schwartz’ three sets of bipolar cultural values represented in his theory on cultural value orientation. Cultural values are significant drivers of human behavior that change throughout time, however rarely does society name and define these dominant forces outright. This project aims to expose people to consider these forces through interactive discovery and game play. The installation’s primary user input is based on movement and physical interaction and includes visual rewards for desired forms of cooperative engagement. Sustainability science and research often cites education and communication initiatives as the next actionable steps towards a sustainable solution. Art and design are two fields that are uniquely suited for completing this next step, because they both regularly examine, critique, create, and comment as a part of shaping culture and encourage reflexive thinking about our norms and values. The design process included interdisciplinary engagement which is detailed alongside project outcomes, theoretical ties to sustainability, symbolic representations, and observations of user experiences. It may be considered a pilot test of the potential for creative and interactive digital art platforms to allow for the exploration of cultural values and connections to sustainability. This ability to reflect and consider the assumptions that may be engrained within cultural value orientation is fundamentally important to the wider recognition of the cultural shifts needed to create a sustainable future.
Date Created
2017-03-23
Agent